faq

The game is in active development and currently in Closed Beta Test (CBT) via Steam’s backend services. You can’t buy it on Steam. From time to time as new (fresh eyes) testers are needed, we enable our CBT page, and distribute free (expiring) Starter Kit keys through random selection.

WHERE DO I START?

Install the game through Steam by redeeming the Steam key. This will give you access to the GA (General Availability) builds. If you want access to the latest internal DEV builds, which contain bug fixes, tweaks, new features etc, and which will later become the GA build, you can download it via the Beta tab on Steam. For more info, see the DSS page.

You can view the game docs (updated to reflect changes in new releases) from within the game launcher or game by pressing F4 (commands), F5 (manual), F6 (quick help).

GAME TIERS

The game has a Starter Kit primary tier which provides immediate access to the game, while providing various items and unlocks.

It also has four tiers called Tactical Advancement Kits which also provide immediate access to the game, as well as various bundled items and unlocks.

These TAK tiers can also be stacked. For example, you can start off with a Starter Kit, then later obtain any of the four TAK tiers at any time. Or you could start off with a TAK L1, then later obtain any of the other three TAK tiers as-needed.

Depending on your tier type, some items (e.g. the Starter Kit does not come with a jetpack) may have to be obtained from the supply packs (supply, medical, weapon) scattered around the game world (planet, stations etc). Their locations are indicated by lit beacons. From these packs you can get medical kits, weapons, items (jetpack, wingsuit/wingchute etc).

There is no monthly subscription. When the in-game store is enabled, the same items available in the various tiers, can also be purchased individually. They can also be obtained for free via periodic supply pack loot drops.

Players start off as an infantry marine for either the Terran Military (Galactic Command) or Terran Insurgents, with a choice of character class, weapons etc.

During the course of the game, players engage in various activities as infantry, with access to various air, land, sea, and space combat assets, including specific (server dependent) World Event game modes.

Due to our staggered release schedule, whereby various features and implementations are released frequently and based on the roadmap, the best way to keep track of features and items unlocked for public testing, is via the changelog, known issues, and roadmap.

During our game testing phase, all kits (Starter Kit or TAK) have access to all items with very few restrictions.

Line Of Defense is a multi-platform (PC, XBox One, PS4) combined arms sci-fi multiplayer online game in which two (Galactic Command military and Insurgent paramilitary) teams wage a massive war for control of territory and resources. Battles take place on a planet and in space as fps infantry, or with the use of various air, land, sea, and space vehicles.

We are conducting a Closed Beta Test via Steam’s Early Access program in order to make the game available to the general public for ongoing testing and tweaking leading up to the final release. For more info, read the START entry.

WHY EARLY ACCESS?

The game has been in development by a small team since it went into development back in 2010. It is fully self-funded by our small studio. As such, we don’t have the benefit of the team size required to playtest a game of this scope; an MMO no less.

Further, we simply do not have the resources required to host servers for everybody and thus make it a PBT (Public Beta Test).

So, we decided to use a combination of Steam’s backend services as well as our own custom ones, to host and deploy the game to a select group of people who are interested in helping us make the game the best that it can be.

You – in the targeted select group – are probably interested in this sort of game, especially now that you have the chance to shape the final stages of such a massive game, rather than just running around and shooting things.

HOW LONG WILL THIS GAME BE IN EARLY ACCESS?

It’s ready when it’s ready. Right now it ain’t ready.

Like you, we love Valve, so what other way to honor their awesomeness than to officially support Valve Time?

We’re looking to run the Early Access program until we determine when the game is ready to be flagged as ready for final release. Remember, Early Access games, by Valve’s own EA guidelines, don’t need a release date. It’s up to the developer to determine that.

Of course, this being game development, delays can and most likely will happen. However, we’ll keep you informed every step of the way. Besides, with regular updates, you probably won’t even care when the final version is released since you will be part of the on-going development process and thus have access to our builds. Remember, the game is not just going into development; it has been in development for over four years now and we’re just racing through that last mile.

HOW IS THE FULL VERSION PLANNED TO DIFFER FROM THE EARLY ACCESS VERSION?

Aside from bug fixes and playtesting tweaks and improvements, the core gameplay, world, assets (items, weapons etc) etc will remain relatively unchanged since the game is in early Beta now and is content complete, feature locked etc.

So in all respects, the full version will just be a polished version of the EA version and with all features, levels, weapons, inventory items etc enabled and fully functional.

Once the game is completed, we will decide whether or not it is suited for full F2P. If so, then everyone can join for free and be given a free Starter Kit.

You also have the option to buy a Tactical Advancement Kit tier at any time.

Regardless of whether or not it ends up being F2P, the game will NOT have a monthly subscription.

WHAT IS THE CURRENT STATE OF THE EARLY ACCESS VERSION?

An early Beta of the full game which will be “stagger” released in order to facilitate focused testing.

A staggered release is one in which not the entire world, features, items etc are enabled. Instead, depending on what we need tested, those aspects will be enabled in subsequent builds.

For example, the first Early Access Build (internal: EAB01) unlocks one planetary scene (Heatwave) and all three decks of the GCV-Starguard carrier. Since this is a world testing build, no weapons, vehicles, aircrafts, inventory items etc are player usable. You will be able to explore both of these massive areas and carry out various actions. So we would be looking for feedback such as player movement speed, found a hole in the game world, I went swimming – and drowned, I moved from Starguard deck 1 to deck 2 and the game froze etc

Then with EAB02 and subsequent builds, we will fix bugs, make tweaks and suggestions based on feedback from EAB01, enable new scenes, features, enable weapon classes, items etc.

Rinse. Repeat.

By the end of the Early Access period, we hope to have covered all aspects of the game, the world, fixed bugs (fatal and otherwise), tweaked weapons and items, tweaked flight and vehicular dynamics etc.

Doing it this way allows us to “focus test” each aspect of such a massive game, rather than unlocking everything at once and then not getting quality feedback because everyone is running around with weapons of mass destruction and waiting for someone else to do the play testing. 🙂

Once the limited time period expires, access to the game while in Early Access can be achieved in one of two ways: 1) a free Starter Kit key which we give away periodically via our Closed Beta Test site or 2) by purchasing either of the game’s Tactical Advancement Kit tiers.

For testing purposes, some (e.g. weapons, inventory items, vehicles, aircraft etc) items available during the Early Access will be made available for free and available via Combat Experience Points (CEP) accumulation, free server loot drops etc.

When the in-game cash shop is enabled, anything that you purchase there will be yours to keep.

Aside from all the items which you will receive when you purchase an Early Access tier or which you will be able to buy once the in-game shop is enabled, everything else accumulated during this phase for testing purposes will be removed and reset in the full version of the game. Similarly, all consumables (ammo, grenades, energy cells) used up will not be replenished and their counts will remain unaffected.

Examples of what happens to your stuff after Early Access period is over and the final version is released:

If you got a machine gun as part of your Early Access tier purchase, you get to keep it.

If you bought a sniper rifle and ammo in the cash shop, you get to keep them (aside from whatever ammo you used up).

If you gained or purchased Combat Experience Points and Combat Training Certificates, you get to keep them.

If you have in-game currency (GALCREDS) in your account, you get to keep them.

If you got a free item (e.g. jetpack, vehicle, aircraft etc) for testing purposes – and which you didn’t purchase or got via an Early Access tier, it will be removed.

HOW ARE YOU PLANNING ON INVOLVING THE COMMUNITY IN YOUR DEVELOPMENT PROCESS?

Throughout his game development history, over twenty-five years now, Derek Smart has always valued the feedback from gamers who play his games; whether they like them or not. This is what shaped the future of all the games released by 3000AD since 1996. So rest assured, this game will be no different. In fact, we will be setting up a roadmap website where everyone can pitch in and vote on issues which can help make the game even better for everyone.

This new game is no different in terms of community involvement and feedback. However, this is our first foray into the world of massive scale MMO game development.

While our previous niche games have been massive, they were not designed to support so many players nor MMO gameplay. As a result of this, now more than ever, we need community involvement to help us test, tweak and fine tune this game so that we can make it the best that it can be for all those who play and will play it in the years to come.

You can check if your system can run the game by going to CanYouRunIt and performing the tests there.

You can also review the various videocard and CPU bencharks and info. Basically if your card came out before 2012, it’s probably not powerful enough for the game. Also, in some cases, mobile GPU and CPU components in laptops are generally not as powerful as their desktop components.

The following specs are for the game’s default resolution of 1280×720 (720p). If you intend on running the game at higher resolutions, be sure that your system can handle it.

We currently have no planned support for nVidia SLI or AMD Crossfire video card configurations.

There is no monthly subscription fee. The game was designed to support either F2P (Free-to-Play) or B2P (Buy-To-Play) monetization models; with both supporting in-game transactions via the purchase of items.

In the case of either model, the Starter Kit is the lowest barrier to entry. The four optional Tactical Advancement Kits are similar to DLC which can be purchased either at the start, or later.

DO I HAVE TO BUY STUFF?

Once you buy the game, either via a Starter Kit or Tactical Advancement Kit, you can play for as long as you like without having to buy anything else.

The battle is waged between the Terran Military forces of GALCOM (Galactic Command) and the Terran Insurgents, a para-military group.

Line Of Defense hails from an original IP that has thirteen alien nations and over twenty-three castes (Military, Insurgents etc) in a vast universe that spawned several game series (Battlecruiser 3000AD, Universal Combat, Galactic Command, All Aspects).

While some may shrug or frown at the only two factions, there is no empirical evidence or research to suggest that having any particular number makes a game any good or bad. Yes, we all like choices and having a choice is good. But in LOD, with two sides, each with four unique classes – which can cater to any type of character – there are even more possibilities than having more factions and less choice.

Depending on how the game is received, we will of course add other aliens and castes via add-on updates.

The game’s hybrid tech supports both dedicated server as well as peer-to-peer (client hosts and plays) session hosting for PC and consoles. It supports a large number of players in a persistent, non-sharded, non-instanced, game world. Our Wide Span Global (WSG) network technology supports various networking and game hosting configurations.

WSG DEDICATED SERVERS

The game world is currently locked to support 256 players per scene. When a scene is full, access to it is prohibited.

There are currently a total of thirteen (4 planetary bases, 4 space regions, 4 stations, 1 carrier) scenes.

A full WSG server cluster can handle up to 3328 clients online at any given time. Once that number is reached, additional clients will be unable to connect, and must join another server.

Though the engine is capable of supporting a larger number (e.g. could be 2048 if we wanted) of clients, we picked 256 clients per scene based on the server config, as well as the need to keep performance in check. The novelty of 2000+ people fighting a battle on a single server, is just that – a novelty. It tends to wear off once the initial adrenaline rush is over and people are complaining about performance issues.

PLAYER HOSTED SERVERS

This option allows any player client to host a game for up to 64 players. During setup, sessions can be public or set to private with a password. The player can also setup which supported World Event will be running during the session.

Unlike a WSG dedicated server, for efficiency, player hosted servers can only demand load the scenes used in the World Event.

Yes – depending on the server configuration. In both cases, when you log off, all your stats are saved and restored when you log back in at another time.

DEDICATED SERVER

The game server is fully persistent with no instancing or sharding. Each dedicated server config supports up to 256 clients per scene (more info); and each scene is its own session, thus forming part of the server cluster. If a scene goes off-line for any reason, players can still connect to other scenes, thereby continuing the battle.

As long as the server cluster is up, the conflict continues 24-7 regardless of whether or not you are logged in. There is no battle reset.

SESSION SERVER

The game server is hosted (up to 2-64) by a player (on their own machine or via third-party hosts). Other clients join via a server browser which shows active servers depending on their configuration. This config only supports a single scene (host configured) at a time; with the battle moving to the next scene based on the server config.

As long as the player host server is up, the conflict continues 24-7 regardless of whether or not you are logged in. However, as scenes are run based on the server config sequence (e.g. the player host may choose to host only space combat scenes), the scene resets with each reload.

Until account and feature restrictions are implemented, there will be no CTC restrictions on item usage. So for example, if you have a Starter Kit (it does not come with a jetpack), you can seek out a jetpack, wingsuit/wingchute, weapons etc in the various packs above and be able to use them.

Similarly, buying a game tier does not immediately guarantee access to the items not already implemented or unlocked in the game. For example, if you buy a TAK LIV and the GLE22 grenade launcher has not yet been unlocked, you won’t be able to use it until it is unlocked later on during development.

A Tactical Advancement Kit is an optional package which has various item bundles and perks not present in the Starter Kit.

In addition to having several benefits, a TAK tier also comes bundled with various items. You can buy any TAK level you want. e.g. If you have TAK LIV, you could still buy TAK L1 if you wanted the M117 assault rifle. These are items you can also find in the game world for pickup.

Until account and feature restrictions are implemented, there will be no CTC restrictions on item usage. So for example, if you have a Starter Kit (it does not come with a jetpack), you can seek out a jetpack, wingsuit/wingchute, weapons etc in the various packs above and be able to use them.

Similarly, buying a game tier does not immediately guarantee access to the items not already implemented or unlocked in the game. For example, if you buy a TAK LIV and the GLE22 grenade launcher has not yet been unlocked, you won’t be able to use it until it is unlocked later on during development.

The game is pure PvP. There are no missions or quests. There are several World Events, some of which have gameplay similar to popular multiplayer modes. For example, Incursion, the default mode, is the standard team deathmatch.

A World Event game mode can be active depending on the server config. These events run on top of the default (Incursion) mode such that you can still gain CEP, rank, medals/ribbons etc.

At the end of some engagements, players gain additional CEP, in addition to what is already gained from being involved (e.g. killing other hostile players).

INCURSION

This is the default baseline PvP game mode. As the player stats (kills, CEP, rank, medals/ribbons) are character specific and persistent, they are reflected in this and any specific world event played.

OBJECTIVES

WIN CONDITIONS

BONUS

TIME LIMITS

Engage enemy combatants

N/A

N/A

N/A

HOSTILE INCARCERATION

The GCV-Starguard carrier has a detention hold where prisoners are held.

Hitting someone with a Hostile Incarceration Dart (HID) thrown or fired from a TKR9 weapon, instantly teleports them to this detention hold.

The captive can only come out after a five minute stay, or if someone with the Advanced Programming Spec II CTC, hacks into the terminal outside the door and disables the force-field.

The incarcerated player loses 15 CEP. The player doing the incarceration gains 15 CEP.

To lower the force-field, use the terminal near the detention hold by pressing and holding F until the operation is complete.

PHASE 1: Battle starts on the ground where each planetary starbase has to be captured by activating the terminal inside, thus changing its alliance to your faction.

PHASE 2: Battle moves to space where the defense systems on the four stations have to be disabled or destroyed before docking is allowed.

PHASE 3: Battle moves inside where the station has to be captured by activating the terminal inside, thus changing its alliance to your faction.

PHASE 4: With all planetary bases and stations captured by a faction, the major battle for the Starguard carrier begins in space. The carrier’s defense systems have to be disabled or destroyed in order to allow docking. Once the battle moves inside the carrier, it has to be captured by activating the three terminals (one on each deck) inside, thus changing its alliance to your faction.

OBJECTIVES

WIN CONDITIONS

BONUS

TIME LIMITS

Capture and hold bases and installations

Team with most points

Extra CEP for winning team members and those who activate|deactivate defense systems

Server Config (mins)

ENEMY MINE

The space defense systems, planetary defense systems, and sentry androids are in PASSIVE mode by default.

Use the terminal inside the starbase, station or carrier, to change the mode to engage ALL HOSTILES.

OBJECTIVES

WIN CONDITIONS

BONUS

TIME LIMITS

Enable defense systems. Engage enemy combatants

Team with most points

Extra CEP for winning team members and those who activate|deactivate defense systems

Server Config (mins)

SECURE AND HOLD

Each planetary, station, or carrier base has three terminals which are used to program a key building.

To change the operating mode, use the terminal and set it from STANDBY to your team (GALCOM|INSURGENT). After which the 60 second timer for that terminal begins.

Once the timer starts, for each enemy combatant that is within 25m of the terminal, the timer counts down 30% faster. Similarly for each friendly combatant within this range, the timer counts up 30% faster. Once the timer elapses, the terminal is secured.

When all (3 per base) terminals are secured, the base is captured.

OBJECTIVES

WIN CONDITIONS

BONUS

TIME LIMITS

Engage enemy combatants. Capture a base by activating all terminals

Team with most points

Extra CEP for winning team members, and for team members who were near a terminal when secured

Ranks:The accumulation of CEP awards you various combat ranks and decorations (medals, ribbons). These are also dynamic; in that depending on your CEP count, you can lose rank and decorations over time.

Combat Training Certificates: These are used to improve certain character attributes and skills.

The combination of CEP and CTC is critical to character progression and the combination allows you to build up your character class as you see fit. You can chose to be a stealth player (sniper) whose sole purpose is to aggravate the forces behind enemy lines, while sneaking around and hacking into base units. Or you can choose to be heavy infantry guy with various weapons of mass destruction.

When you die, you will spawn at the nearest friendly base and with most of your stuff; though you will lose some random stuff (e.g. weapon, ammo etc) that is on your character at the time of death.

If your alliance has its own Forward Operating Base (FOB), you can spawn there as well.

If you are part of a fireteam that has an FOB, you can spawn there too.

During gameplay, your character’s important attributes are monitored & tracked. Location based damage is also featured. This means that specific body parts such as head, legs, arms, torso when damaged, will impair their use. For example, if you get shot in the leg, you won’t be able to walk or run fast. Head shots are always lethal, regardless of shield, armor or the condition of any other body part.

LIFE FACTOR

This monitors your health. If you take injury such as during combat or the environment (e.g. you fall from a tall building, you drown), your LF will go down. If it ever gets to zero, you will die.

If your LF goes down to 50, this will affect your movement speed and ability; and if it goes down to 25 or less, your vision will be impaired.

If you are injured, you can find a safe place and remain there while your LF gradually increases as you self-heal.

Your character can perform various basic physical actions including the ability to crouch, go prone, swim, sprint etc.

The action speeds are character and stance related. For example, the Assault Force Marine runs at 9 m/s with default carry weight, while the Insurgent Sniper runs at 10.5 m/s.

Each stance has a different speed associated with it. e.g. the Assault Force Marine walk is 3.3 m/s, running is 9 m/s, crouch walk is 2.4 m/s, prone walk is 1.5 m/s, swimming is 4.5 m/s. The character can also sprint at 4x the run speed.

Jumping is based on the previous velocity plus 8.8 m/s upward velocity.

All movement speeds are further affected by the amount of items being carried because weight is also modeled.

Also supported are various gestures such as salute, point etc.

With certain implants some actions can be improved beyond human capabilities. e.g you can run sprint faster if you have the BIO-QUICK implant.

NOTE: The game supports location based damage. This means that head shots are 100% lethal, injury to body (arms, legs, torso) will impair movement actions etc

Right off the bat, we’re not doing a game whereby you can just pull a weapon or vehicle out of nowhere. So whatever item you have is either visible or has a plausible explanation as to why it is not visible.

By default you can carry one primary weapon, one secondary weapon and as much ammo and inventory items as your character allows. If you have a backpack or weapons pack, you can carry additional items depending on their capacity.

Similarly, your character can only attach certain items to key points. e.g. if you have a backpack or weapons pack attached to your back, you can’t have a jetpack or wingsuit, since those attach to the back as well.

The game takes place across two Terran Quadrant star systems, Sirius and Barnard’s Star, located in a small section of the larger persistent universe that our previous Battlecruiser and Universal Combat games took place in.

These regions in Line Of Defense are also smaller in this game due to performance and gameplay considerations. To get an idea of the massive scope and scale of the universe feature in the IP, download the Universal Combat CE 2.0 game that is currently free on Steam.

Our ultimate goal with the game’s design is to expand it to other areas via DLC, until the game features the complete universe, albeit with the same small space and planetary sizes.

This first release of the game features the following regions, of which only the Lyrius planet – where the conflict takes place – is terraformed. The other planets and moons will be terraformed in future DLC updates, thus expanding the gameplay areas progressively.

The game docs contains internal layout schematics for all the stations, and the carrier.

Due to the significant size of the game world, as well as the design, the need for control over server population, performance considerations etc, there is no seamless space planet transition. Instead, going from planet to space, and vice versa, is done via jump gates. When players jump from one region to the other via a jump gate, the target scene is then loaded.

SPACE REGIONS

There are four space regions each containing a planet, moon or both, primary station and theme. Each space region is roughly 4,500 sq. km, with a buffer zone around it. When you reach that buffer zone, the ship starts to degrade, until destroyed if you don’t turn back.

Each planet and moon is built to support multiple regions. In the initial game release, only the Lyrius planet can be entered. The other planets and moons cannot be entered as they have not been terraformed.

The four space regions are linked together by jumpgates each of which has a single target destination.

Stations are linked to starbases on the planet via Dynamic Jump Pads. For example you can use the DJP on the HEATWAVE starbase on the planet to go to the ARKANGEL station in space and vice versa.

You can dock a fighter or shuttle with a station or carrier, exit the craft, then walk through the installation in fps mode. From within the installation, you can use t-shafts to move from deck to deck or use a DJP to go to another station or starbase. You can also use an HAIS MK2 to enter the planet below.

There are a number of regions on the Lyrius planet, each containing a primary starbase and unique theme. Each region is roughly 256 sq. km, with a buffer zone around it. When you reach that buffer zone, the ship starts to degrade, until destroyed if you don’t turn back.

The game world supports dynamic Time Of Day (TOD) where each full day to night transition on Lyrius planet spans 3 hrs of real-time.

The four starbase regions on Lyrius are linked together by Dynamic Jump Pads and jumpgates. Each of which has one or more target destinations in another space or planetary region or station.

In infantry mode, you can use a DJP to go from one starbase region to another or to a station or carrier in orbit around the planets. You can also use a jumpgate to fly between starbase regions or to space.

As infantry on the planet with a vehicle, you can use a shuttle or heavy gunship to load your vehicle in, then deploy it in another Lyrius base using a jumpgate.

As a pilot on the planet, you can use a jumpgate to go from any Lyrius base to another base or to one of the four space regions – and vice versa.

As infantry inside a station or carrier, you can use turbo shafts (T-Shaft) to go from one area to another.

As infantry inside a station or carrier, you can requisition a fighter or shuttle, launch into space; then use a jump gate to travel between space and planetary regions.

As a pilot in space, you can dock with any of the four stations or carrier, exit in infantry fps mode and move around inside.

As infantry with an HAIS-MK2 suit (found inside the station and carrier above Lyrius planet), you can use the airlock to do an orbital drop to any base on the Lyrius planet below.

SCENE TRANSITION

There is no seamless spaceplanetary transition. For an explanation, please see this blog post.

Basically, if we allowed all the scenes to be cohesively connected, among other things, there would be insurmountable challenges to making the game perform as expected. These include performance, scene loading, there would be no way to properly handle client population control (critical to the performance and handling of the game world) given its size and scope. Note that all the scenes, including the planetary bases, are hand-crafted and themed. So they do not benefit from procedural generation.

The game docs has more details on how to get around in the game world. The In Pursuit Of Awesomeness dev blog entry also gives an insight to the engines used to make all this happen.

Various vehicles, aircrafts and gunships can support more than one player. Some have positions for the pilot/driver, gunner(s) and/or passengers.

Also there are some massive gunships and vehicles capable of transporting up to 16 players at a time.

All aircraft and vehicles are created at supply platforms located on the planet (near launch pads) and inside stations and carriers. Depending on your account (Starter Kit or TAK) and certification, you can create the one you want.

After creating a multi-user asset that has been launched, others can join by selecting an available seat (gunner, passenger).

Others wishing to join a multi-user asset during the creation stage, must do so at the supply platform. As an example:

However, if you have a Tactical Advancement Kit tier, you can purchase an “asset lock key”, which allows you to create any asset (vehicle, aircraft, defense system etc) that you want; and be able to spawn and use that asset at any time.

For example, if there is a fighter that you like, you can create it as long as you have the required CTC and an “asset lock key”.

A fireteam is a group of up to 8 players from the same side and working as a team. They are the equivalent of player guilds. They can also contain AI controlled Androids.

The person creating the fireteam becomes the leader and with the ability to setup map waypoints with specific orders for each member or the entire fireteam.

Groups that want to create larger fireteams can do so by creating several 8 player fireteams and giving them different named designations. e.g. Fireteam Alpha, Fireteam Bravo, Fireteam Charlie etc.

Also, only the leader of a fireteam will be able to build bases once that feature is implemented in a future update.

The following CTC are required to create a fireteam.

Advanced Programming Spec III

Advanced Tactical Specialist

Tactical Insertion Protocol

There is no CTC requirement to join a fireteam. You need 1000 GALCRED to create a fireteam, and at least 500 CEP to join a fireteam.

SQUAD

A squad is a team of up to 4 players from the same side and working as a team. They can only contain human players.

The person creating the squad becomes the leader.

Squad leaders cannot set waypoints or give orders to the team.

The following CTC are required to create a squad.

Advanced Programming Spec I

Tactical Insertion Protocol

There is no CTC requirement to join a squad. You need 500 GALCRED to create a squad and at least 250 CEP to join a squad.

FORWARD OPERATING BASE

An FOB is created when a Mobile Forward Base vehicle is spawned into the planetary scene by the leader of a Fireteam. It can then be used by the Fireteam members as healing/repair stations, supply platform, and troop spawn point.

Each base has a series of special installations which it requires for continued operation. These installations operate only within the confines of that base. So for example, if the Area Defense Shield at one base goes down, it has no effect on the same unit at another base.

AREA DEFENSE JAMMER (ADJ)

Protects the central area of the base from launched missiles which are jammed and self-destruct when fired.

Protects the central area of the base from launched missiles which are destroyed by the shield when fired.

BARRACKS

Regenerates player health, fatigue and armor at a certain rate as long as you are inside the building. The longer you are inside the building, the higher these values will be regenerated.

COMMAND & CONTROL

This unit is responsible for the status certain base units (ADJ, ADS, ARC, COMMS, EWR, LAUNCHPAD, DEFENSE SYSTEMS). There is a Tacops console from which these units can be activated/deactivated.

COMMS CENTER

Provides access to global communications. If this unit is offline, then communication is restricted to only players within the current base. e.g. if the comms unit in Heatwave is down, you can’t communicate with anyone outside of Heatwave.

It also provides the map overlay used in assets and inventory items (e.g. Tactical Info Pad). Without this, those maps will only display static.

EARLY WARNING RADAR (EWR)

This is a base wide early warning system which sounds an alarm when hostile units are first detected within a certain proximity of the following units.

HANGER

Can automatically repair and rearm vehicles which are inside or nearby. The longer you are inside or near the building, the higher these values will be regenerated.

Provides free Energy Cells to players with a Portable Repair Unit.

LAUNCH PAD

Can automatically repair and rearm fighters, gunships and shuttles. The longer you are inside or near the building, the higher these values will be regenerated.

NUCLEAR PLANT

Provides power to all units at the base. If it goes offline – and the solar reactor is offline – then each of the key base installations will start to shutdown. This unit also produces Energy Cells which are required by various units in the game. These spawn at random locations all over the base and can be collected by players.

SOLAR PLANT

Provides backup power to all the units at the base. This unit also produces Energy Cells which are required by various units in the game. These spawn at random locations all over the base and can be collected by players. NOTE: The solar plant only produces Energy Cells during the day.

There are various types of “packs” spawned around the game world and which can be looted for items.

However, unlike owned (bought) items, the items obtained from these packs are not permanent. So if you die or jump to another region, you will lose them. For example, if you own (obtained via a tier or in-game cash shop) a machine gun, then while in Heatwave you obtain a sniper rifle from a Portable Weapon Pack, then jump to Frostbite, you will still have the machine gun, but lose the sniper rifle.

Using these spawned packs gives you a chance to obtain and check out items without having to purchase them. So if you obtain a sniper rifle, then like it, you can later decide to buy your own which you can then take anywhere in the game.

During world events, NPC infantry and androids also drop loot when killed.

The ability to construct bases is planned for a future post-release update of the game. It wasn’t planned to be in the initial release.

Once implemented, fireteams and squads, will have the ability to buy components to build their own bases and outposts using building prefabs. These are called Forward Operating Bases (FOBs) and can range from simple to elaborate structures with defense systems and similar structures.

Due to the game’s persistent nature, these structures will persist whether or not the team owner is logged into the server.

For example: If you build a base that can defend itself whether or not the squad is online or not, you need to buy an Area Defense Shield which deploys an impenetrable shield around the entire base. You probably also want an Early Warning Radar system which will alert any squad members (online or offline) if hostile forces are detected within range. For defense, there are various laser turrets (e.g. a TSX1) and missile systems (e.g. an AX25) which are AI controlled and can automatically engage hostiles when detected. You can also deploy android (e.g. AC-490) guards to deal with hostile infantry forces.

Almost every key building or defense unit in the game’s asset dB, can be bought and deployed in this manner.

The game world has 4 planets (1 populated with 4 bases) and 7 moons (0 populated). Though we plan to populate the other planets and moons with bases via DLC, only the moons will feature player constructed bases. And those moons will be linked to other moons and planets, similar to how the Lyrius planet (with its four bases) is linked to various parts of the game world via jump gates and Dynamic Jump Pads.

Our ultimate goal is to use these player built bases in a resource based reward fashion. For example, if the base contains a Nuclear Plant, it can produce an Energy Cell pool for the fireteam/squad. Similarly, a Supply Depot can produce spawned PSP, PWP and PMP for the team. And an ARC can produce vehicles, aircraft and similar.

However you can obtain AI controlled androids who then act as your fireteam mates and/or sidekicks. You can give them basic orders, but their primary role is to follow you into combat and defend you at all times.

You can also use them to create your own fireteam if you don’t want to join a fireteam of human players.

Below is a list of SteamWorks services which we either currently support, plan to support, or have no plans to support.

Steam Account Sign-In

Yes. In fact, this is the only supported account sign-in that we offer. Regardless of where you buy the game, you need a Steam account to login.

Steam In-Game DLC

Yes. You can purchase any of the game’s Tactical Advancement Kit bundles as DLC.

Steam Voice Chat

No. We do plan to support this in a future release. Of course you are free to use third-party voice chat apps as well; but they won’t be officially supported.

Steam Controller

No. We do plan to support this in a future release. The PC version has minimal support for Xbox 360 and Xbox One controllers.

Steam Leaderboards

No. We have our own leaderboards.

Steam Workshop

No. The game cannot be modded and so there are currently no plans to add this.

Steam Wallet & Inventory

Yes.

Steam Micro-Transactions

Yes. See Above.

Steam Trading Cards

No. In the future, we will consider the possibilities of implementing these based on current game assets and comics

Steam Big Picture Mode

No. We will review this post-release, and see if it’s worth doing or not.

Steam VR

No. We currently have no plans to support VR of any kind.

Steam Networking, Servers & Matchmaking

No. We have our own networking design and server clusters.

Steam Cloud

No.

Steam Anti-Piracy

No. We do not use the Custom Executable Generation (CEG) because the game does not need it.

Steam Anti-Cheat

No. We do not use Valve Anti-Cheat (VAC).

SteamBox

No. The game is only supported on Windows platform. It has been approved for both Xbox One and PS4, though we do not yet have a release date for those. There are no plans to support other platforms (Linux, OSX).